The game will not let me change the resolution of the game window. I'm not sure what the problem is.
My desktop resolution is set to[/color] 1280x1024 and I want the game window to be a little bit bigger on the screen than what it is right now. I don't want to have to take the desktop resolution down a couple of notches though.
I've tryed to change the resolution from the setup menu in the game but it wont even let me click on any of them.
I think it's set for 800x600. I want it set to 1024x768.
I don't want fullscreen either. 1024x768 resolution for the game (not my desktop).
How do I change it? Any tips or suggestions?
I have OpenGL disabled (in-game setup menu: unchecked "OpenGL") because my computer can't handle it (lags too very much (it makes slow motion seem like greased lightning when OpenGL is enabled)). Is that the reason I can't change the in-game resolution? If yes, then how can I work around it? If no, then what is the problem?

ElvenProgrammer wrote:Unfortunately you can't change resolution yet. The resolution listbox is there for future development, let's hope to make it working soon.

I added two lines (screenheight & screenweight) to my config.xml about two year ago and still can play at higher resolutions (windowed). Indeed, the login screen looks a bit confusing (because every pixel information out of 800x600 is red from of an old screen buffer...) but the game is fully playable in high-res.

Other screen resolutions than 800x600 are currently problematic (the overlay effect in the cave, for example, assumes a screen resolution of 800x600 and isn't centered properly when a different resolution is used).

But how about giving an alternative rendering mode for users of high end systems with high screen resolutions that runs the whole screen through HQ2x after drawing the scene and thus doubles the resolution to 1600x1200? Would look like that:http://www.crushnet.org/imageshack/hq2x.png
(the GUI could of course be excluded from this operation).

The poor mens way would be to just resize the screen using bilinear filtering. I believe that SDL even supports this out of the box. But I don't really want my pixel art to be distorted by bilinear filtering.

Crush wrote:The poor mens way would be to just resize the screen using bilinear filtering. I believe that SDL even supports this out of the box. But I don't really want my pixel art to be distorted by bilinear filtering.

How about just resizing the overlay effects (and the Login-Background) during runtime? (the sandstorm and cloud effect are working)

Currently I'm very happy to have a better overview, because it makes it easier to escape from annoying player who wants free items...

The other problem with this, however, is that objects on screen disappear when they are out of what I guess I could call the 'view frustum'. This appears to happen when the screen resolution is out of a typical 4:3 ratio (e.g., 640x480, 800x600, 1024x764) and in a much different resolution ration of 16:10 (e.g., 1440x900 or, hi-def). I've had this problem with my HD monitor so I just leave it in a 4:3 ratio and leave it in Windowed mode.

The reason why things outside a specific range aren't showed is because the server doesn't send information about them. This is a behavior we are also using on TMWServ. Sending things that are further away would give people with larger screen resolutions an unfair advantage and would use unnecessary bandwith when users use the default resolution.

But to give people with very high screen resolution the ability to use this for TMW we could implement the ability to scale the game screen after rendering. Using bilinear scaling would offend all pixel artists. But scaling the whole screen to 1600x1200 using HQ2x might be interesting.

Until then I would suggest you to use the "blind" area at the right and left side of your screen for GUI windows.

former Manasource Programmer

former TMW Pixel artist

NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.

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